Guides:Mail Writer GS (EN)

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WARNING: This portion of the guide is outdated, the contents of this guide have been merged with the main setup articles. It is only kept for legacy purposes. You can find all up-to-date guides on the TimoVM's Gen 2 ACE setups article.

This is a guide on how to execute and/or exploit a glitch. For a more technical overview of the glitch involved, see Mail writer.

The Mail writer is an arbitrary code execution program that allows the user to quickly and accurately write and execute arbitrary code payloads of up to a maximum size of 428 bytes. Payloads are written from wOtPartyCount onward, where enemy trainer's parties are usually buffered.

This guide is applicable to the English versions of Gold & Silver only. It is part of the TimoVM's Gen 2 ACE setups set of guides.

Using the Mail writer requires an ACE setup that redirects execution to the first or second character of box #1's name. For this guide, it is assumed that you've previously set up the modern Coin Case ACE instead.

Older Wrong Pocket TM17 setups, using a Quagsire holding TM02 and having Return in the first move slot, are compatible with this guide. Older setups using the Coin Case are generally not compatible.

If you encounter any issues when going through this guide or would like to provide feedback, please contact TimoVM on the Glitch City Research Institute Discord.

How the mail writer works

Upon execution, the Mail writer will open the mail character entry screen where the player can write up to 32 different characters. After the player has confirmed the mail, the following actions take place:

  • The Mail writer will take pairs of characters and convert them into a single combined value. These values are then sequentially written, converting the 32 letter mail into a 16 byte long line of code.
  • Next, the Mail writer will display a checksum calculated from the combined value of all written bytes for the player to verify. Then the program enters a waiting state where they can either choose to write another mail, go back and correct previously written values or stop the mail writer and execute the newly written payload.
  • If the player has chosen to write a new mail, the Mail writer will open a new mail entry screen. The new mail is then also converted into a block of 16 bytes and placed right after the code written by the previous mail(s), allowing the player to write arbitrarily long payloads.

In short, the mail writer allows you to effortlessly write and execute small ACE codes with a wide variety of possible effects.

Installation

The mail writer itself will be installed in the TM/HM pocket through the following two step process:

  1. Execute a box code using ACE that sets the quantities of all 50 TMs to x255, adjusts party pokémon #6's stat experience to redirect execution to the TM/HM pocket and adds TM25 to the first slot of the main item pocket.
  2. Sell TMs in specific quantities so that the amount of TMs in the TM/HM pocket spell out a small mail writer program, then use Wrong Pocket TM25 ACE with the newly adjusted pokémon to use the mail writer.

Since the game only ever expects TM25 to be found inside the TM/HM pocket, using TM25 from the main item pocket will cause the game to execute code from $DA6A (middle of party pokémon #2's stat experience data). As long as a suitable pokémon is placed in party slot #2, Wrong Pocket TM25 can be used at any time outside of battle to trigger ACE.

Step 1: setting all TM quantities to x255

  • Rename box names to form the following. Please mind the differences between uppercase X (), lowercase x () and multiplication symbol ().

  • Catch any pokémon and nickname it "MAILWRITER". Put it in the fifth party slot. We'll alter this pokémon's stat experience to redirect TM25 execution to the TM/HM pocket.
  • Ensure that you have everything set up for Coin Case ACE:
    • "BOXCODES" nicknamed pokémon holding mail in party slot #3
    • Read the correct mail beforehand
    • Perform all steps necessary to execute Coin Case ACE
  • Use the Coin Case once. If the code was executed successfully, switch to the TM/HM pocket. It should now contain every TM at a quantity of x255. The code will also overwrite the first item in the main item pocket to be a TM25.

Step 2: Selling TMs to form a program in the TM/HM pocket

Now that we have obtained x255 of every TM, we'll be selling specific amounts of these in order to form a program. This program differs slightly depending on the specific language you're using.

The image belows displays the intended final quantities of all TMs, while the table in the next section displays how many TMs of each kind you need to end up with, along with the amount of money you gain by selling them.


TM Quantities to sell

TM Final Quantity Sell value
TM01 DYNAMICPUNCH x17 357000
TM02 HEADBUTT x85 170000
TM03 CURSE x221 51000
TM04 ROLLOUT x213 42000
TM05 ROAR x213 21000
TM06 TOXIC x213 63000
TM07 ZAP CANNON x33 222000
TM08 ROCK SMASH x66 94500
TM09 PSYCH UP x98 78500
TM10 HIDDEN POWER x207 72000
TM11 SUNNY DAY x225 30000
TM12 SWEET SCENT x209 23000
TM13 SNORE x42 106500
TM14 BLIZZARD x254 1500
TM15 HYPER BEAM x80 262500
TM16 ICY WIND x56 298500
TM17 PROTECT x251 6000
TM18 RAIN DANCE x40 215000
TM19 GIGA DRAIN x10 367500
TM20 ENDURE x135 180000
TM21 FRUSTRATION x134 60500
TM22 SOLARBEAM x18 355500
TM23 IRON TAIL x19 354000
TM24 DRAGONBREATH x35 330000
TM25 THUNDER x129 126000
TM26 EARTHQUAKE x79 264000
TM27 RETURN x18 118500
TM28 DIG x24 231000
TM29 PSYCHIC x239 16000
TM30 SHADOW BALL x33 333000
TM31 MUD-SLAP x1 381000
TM32 DOUBLE TEAM x196 59000
TM33 ICE PUNCH x77 267000
TM34 SWAGGER x205 25000
TM35 SLEEP TALK x239 8000
TM36 SLUDGE BOMB x58 98000
TM37 SANDSTORM x27 228000
TM38 FIRE BLAST x205 50000
TM39 SWIFT x144 111000
TM40 DEFENSE CURL x55 100000
TM41 THUNDERPUNCH x189 99000
TM42 DREAM EATER x40 322500
TM43 DETECT x217 19000
TM44 REST x56 298500
TM45 ATTRACT x240 22500
TM46 THIEF x254 1500
TM47 STEEL WING x08 370500
TM48 FIRE PUNCH x200 82500
TM49 FURY CUTTER x24 346500
TM50 NIGHTMARE x242 13000

Running the newly written program

  1. It is recommended to save before continuing.
  2. Put the pokémon that was nicknamed "MAILWRITER" into the 2nd party slot.
  3. Use TM25. If everything went correctly, this will start the mail writer and open a screen asking you to input text for a mail.
  4. From now on, you can repeat this process at any time to start the mail writer.

If the game crashes, first recheck if all TM quantities are correct. If all quantities are correct, you may need to redo the setup for the "MAILWRITER" pokémon. This can be done using the box codes included a bit further below.

A note on the nicknamed pokémon: when running the box name code, we altered "MAILWRITER"'s stat experience data to contain a redirect to the TM/HM pocket. You can safely deposit and withdraw it from the PC. Please note that this pokémon must never gain experience after this point, otherwise you'll need to reapply the setup.

Using the mail writer

From now on, simply go through the necessary steps to use TM25 to start up the RAM writer.

The mail writer will open a screen that asks you to write the contents of a mail. This is where you'll need to enter mail codes. Once done, use the "END" option to finish the mail.

This will cause the mail writer to convert the newly written code into assembly. It will also print a checksum (sum of all written values) on the screen just to the right of the lower row. This can be used to verify if a code was entered correctly.

Due to a lack of available memory in the TM/HM pocket, it is not possible to quit the RAM writer without executing the newly written code. If you ever accidentally activate the mail writer and would like to quit, simply write a mail containing "Rh", then confirm and exit the RAM writer.

Assembly can easily be converted to mail codes using TimoVM's MailConverter. Simply paste the assembly of the code you wish to enter here, press "run" and the converter will automatically generate mail codes requiring the least amount of button presses to write.

Controls

Between entering mail codes, the mail writer will ask for user input.

  • Press SELECT to open a new mail and continue writing data.
  • Press START to immediately jump to and start executing the newly written program. Only use this when you've finished every mail.
  • Press any other button to go back one byte at a time to correct errors. If the printed checksum doesn't match the expected checksum, press DOWN 16 times to retry the last mail. This will also overwrite the printed checksum with the value at the currently selected address, giving you a method to check how far back you're going.
Enter your mail code, then press "END". It prints the checksum and waits for input.

What to do with the Mail writer

The Mail writer allows you to easily write and execute arbitrary payloads. Aside from writing your own codes, we recommend the following:

  • Mail codes: this page contains a collection of assembly for mail codes that can be used for a variety of common purposes such as fixing the side effects of the ACE setup, editing pokémon and items, etc..
  • RAM writer: (recommended for more experienced users) this page contains the assembly for a large one-size-fits all program that allows you to edit any value in RAM with a user-friendly GUI. It will also fix the side effects of the ACE setup when you first run it.

Addendum: repairing the "MAILWRITER" pokémon

In case something happens with the "MAILWRITER" nicknamed pokémon that causes it to no longer function, you can repair the pokémon without having to reset TM quantities using the following procedure:

  • Arrange the party as follows:
    1. Any
    2. Any
    3. "BOXCODES" pokémon holding mail
    4. Any
    5. "MAILWRITER" pokémon
    6. Any
  • Enter the following language-specific box name. Please mind the differences between uppercase X (), lowercase x () and multiplication symbol ().

  • Read the mail held by the "BOXCODES" pokémon
  • Go to any pokémon center and follow the correct steps until you reach the correct location
  • Use the Coin Case to execute the code. If the game crashes, doublecheck the box name code and ensure you've performed every step of the process correctly
  • If the code executes succesfully without crashing the game, the "MAILWRITER" nicknamed pokémon has now been repaired.

Appendix: in-depth explanation of the setup

Effect of the setup box name code

Converting the characters from box names to assembly results in the following code. Please note that the box name code overwrites part of itself, the translated assembly assumes the code was already used once.

The code overwrites part of itself to call the byteFill function. This will fill the area between $D57E and $D5AF with $FF values, setting all 50 TM quantities to 255.

Separately, this code overwrites the latter half of party pokémon #5's stat experience data, allowing it to function as a TM25 bootstrap that redirects execution to the Mail Writer.

Lastly, the value of the first item ID in the main item pocket is overwritten so that it becomes a TM25.

Box 1: $D8BF
80		add a, b
AF		xor a		; a = $00
EA F9 F8	ld ($F8F9), a
D6 FF		sub $FF		; a = $01
FB		ei
50		ld d, b

Box 2: $D8C8
EA F7 F8	ld ($F8F7), a
D6 D0		sub $D0		; a = $31
EA FC F8	ld ($F8FC), a
50		ld d; b

Box 3: $D8D1
E6 A1		and $A1		; a = $21
EA F4 F8	ld ($F8F4), a
D6 EF		sub $EF		; a = $32
FB		ei
50		ld d, b

Box 4: D8DA
EA F8 F8	ld ($F8F8), a
D6 E6		sub $E6		; a = $4C
EA FB F8	ld ($F8FB), a
50		ld d, b

Box 5: $D8E3
E6 84		and $84		; a = $04
EA FB FA	ld ($FAFB), a
D6 86		sub $86		; a = $7E
FB		ei
50		ld d, b

Box 6: $D8EC
EA F5 F8	ld ($F8F5), a
EA FD FA	ld ($FAFD), a
F6 FF		or $FF		; a = $FF, reset carry flag
21

Box 7: $D8F5
   7E F5	ld hl, wTMsHMs
01 32 00	ld bc, $0032
D4 4C 31	call nc, byteFill
50		ld d, b

Box 8: $D907
E6 D2		and $D2		; a = $D2
EA FC FA	ld ($FAFC), a
D6 FA		sub $FA 	; a = $D8, TM25's item ID
FB		ei
50		ld d, b

Box 9: $D910
EA B8 F5	ld (wItems), a	; Main item pocket, first item ID
D6 E3		sub $E3		; a = $F5
EA FE FA	ld ($FAFE), a
50		ld d, b

Box 10: $D919
D6 B7		sub $B7		; a = 3E, reset carry flag
EA FA FA	ld ($FAFA), a
D0		ret nc
50		ld d, b

Party pokémon #5's stat experience, starting from $DAFA
3E 04		ld a, $04
D2 7E F5	jp nc, wTMsHMS	; Carry and zero flag are both reset when using TM25

Effect of the TM code

Converting the TM quantities to assembly results in the following code. Please note that this code requires a value of $04 in register a in order to properly work.

11 55 DD	ld de, $DD55
D5		push de
D5		push de		; .nextMail
D5		push de
21 42 62	ld hl, _ComposeMailMessage
CF		rst08h, FarCall a:hl
E1		pop hl
D1		pop de
2A		ldi a, (hl)	; .continue
FE 50		cp $50
38 FB		jr c, .continue
28 0A		jr z, .terminator
87		add a, a
86		add a, (hl)
12		ld (de), a
13		inc de
23		inc hl
81		add a, c
4F		ld c, a
12		ld (de), a
18 EF		jr .continue
21 01 C4	ld hl, $C401	; .screenLoop
4D		ld c, l
CD EF 3A	call PrintBCDNumber.loop - 1
1B		dec de		; .goBack
CD 90 37	call JoyTextDelay_ForcehJoyDown
BD		cp a, l		; l = $04
28 D9		jr z, .nextMail
38 F0		jr c, .displayLoop
FE 08		cp $08
C8		ret z
18 F2		jr .goBack

Effect of the reset box name code

Converting the characters from box names to assembly results in the following code. This code overwrites the latter half of party pokémon #3's stat experience data, allowing it to function as a TM25 bootstrap that redirects execution to the Mail Writer.

Box 1: $D8BF
80		add a, b
AF		xor a		; a = $00
D6 FC		sub $FC		; a = $04
EA 9B FA	ld ($FA9B), a
FB		ei
50		ld d, b

Box 2: $D8C8
D6 86		sub $86		; a = $7E
EA 9D FA	ld ($FA9B), a
D6 89		sub $89		; a = $F5
FB		ei
50		ld d; b

Box 3: $D8D1
EA 9E FA	ld ($FA9E), a
D6 B7		sub $D7		; a = $3E
EA 9A FA	ld ($FA9A), a
50		ld d, b

Box 4: D8DA
87		add a, a
D6 B9		sub $B9		; a = $C3
EA 9C FA	ld ($FA9C), a
A7		and a		; Reset carry flag
D0		ret nc
50		ld d, b

Party pokémon #3's stat experience, starting from $DA9A
3E 04		ld a, $04
C3 7E F5	jp wTMsHMs	; Carry and zero flag are both reset when using TM25

Plain text transcripts of codes

Language English
Set all TMs to x255

Set up TM 25 bootstrap

Box 1: A p é 3 2 'v 9 5
Box 2: é 1 2 'v 'd é 6 2
Box 3: ? b é , 2 'v ♂ 5
Box 4: é 2 2 'v ? é 5 2
Box 5: ? E é 5 4 'v G 5
Box 6: é ♀ 2 é 7 4 0 9
Box 7: ♀ ♀ ♀ ♀ ♀ 's ♀ ♀
Box 8: ? 'm é 6 4 'v 4 5
Box 9: é y ♀ 'v - é 8 4
Box 10: 'v x é 4 4 'd
Repair TM25 bootstrap
Box 1: A p 'v 6 é ) 4 5
Box 2: 'v G é ; 4 'v J 5
Box 3: é [ 4 'v x é ( 4 
Box 4: H 'v z é : 4 h 'd